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How many hours a day do you have to grind on cg to git gud or you'll never make it level?

I was looking at /g/ earlier, but its just full of inane comments. Cg looks more fun, but I dunno how many hours I can spare in my busy life with my newborn and loving gf
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bump
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>>621985
You can spend however much time you want, just know that it takes a lot of time and effort to make anything worthwhile in 3D, so if you mess around with it for just a couple of hours a day it's going to take a lot longer. At the very least, when starting out, try and crunch as much knowledge as you can in a short time to at least get to know the software.
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Dude, you gotta not only compete against new, upcoming artists in the US. But in other countries as well as people from other countries. So not only that, but you need to grind for at least a few years to be able to do anything without tutorials. If you have a significant other or kid, that's going to make it even harder to be honest. Cause you have to balance work and home life. Honestly, if you're in it for hobby, that's great. But if you want to take it seriously, your home life will suffer. You need to put in the hours. Family will take away from that. Plain and simple.
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>>621985
>>621992
>/3/, bumping after less than 20 min
can you just fuck off and go back to shilling leeenuks on /g/
>How many hours a day
more than you're willing to put
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>>621985
>my newborn and loving gf
wtf, damn pedophile
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If you just get into CG because "it looks more fun" don't bother.
I'm saying this having a lot of industry experience working on the biggest movies there are.

This industry is driven by passion.
Literally everyone I work with does this stuff 24/7, we love this and have been doing this for years before getting into this job.

These are the people you're competing with.

I have said in another thread it isn't about doing CG stuff it's about training your eye.
You can just start drawing and do that for a few years and then get into CG, it would have the same result. Learning the technical side of it will take you a year or two. But actually producing anything semi decent I'd say you're looking at at least 5 years of hardcore all day grinding.

And by decent I mean something that isn't repulsive to look at.

You're going to compete against people who are real fucking incredible artists. I mean people with skills like DaVinci etc.

You need to really love this and be willing to put everything into it.

Do you have any artistic background? Have you ever done visual arts? Traditional, anything?
This will help massively.
If not, again, you're going to be looking at at least 5 years of sitting in your basement all day in front of your 3D software of choice.

If you want to get to a level where you can work on top level feature film you're going to have to expect at least 5-7 years if you're starting from scratch. Unless you happen to be an insanely talented artist unbeknownst to you.
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>>622041
ive never done cg before, i just do linux kernel programming and blockchain
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>>621998
This is what im most afraid of. Im getting my masters degree for possibly avoiding this in the future. I think its important to avoid any comittments that might impede your career. For example, traveling around the world to be on set gives a person a few months away from home.
Im a student at the moment and I can say that my biggest goal of trying to reach is gnomon quality of work. Theyre the ones getting jobs. As Im going into my week of finals Im looking back onto all the stuff I got to do during the semester. The truth is I didnt do jack shit except stare at a screen 90% of the time. Maybe more. The other fact is I have two great internship opportunities lined up and I have little doubt in my abilities to get a job. Anyone can do it. Just believe in yourself ~desu
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>>622041
Pretty much this, I try to shoot for 40 hours a week of work. I’m only on my second year but let me tell you the progress is expedential. If you work 20 hours a week you will improve at a decent pace but working 40 and beyond you will improve at triple the speed. There’s just something about dedicating yourself to it that makes you improve so much faster and it starts to become fun too.
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>>621985
About 10,000 hours.

Realistically it depends on your talent, ability to learn, and access to good feedback/instruction. But in any case, several thousand hours at least. Becoming really good at anything is hard, which is why most people suck at everything.
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>>621985
>my newborn and loving gf
what the hell dude?
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>>622041
Does this apply to video games as well? I don't know, maybe the standards are much lower, especially for environment art particularly, which I'm focused on, but I've seen many people do amazing things even after a couple of years of doing CG (and with not much prior experience with art).
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>>621985
people who actually get into the industry grind 10+ hours everyday doing cg
so somewhere along those lines

>I can spare in my busy life with my newborn and loving gf
yeah you can always do it as a hobby
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>>622149
anything decent, especially if you are making them yourself will take from 1 year to 2 years to learn the basics i'd say
it depends on where you want to work, if you want to work for some mobile gaming company that shits out games every 2 weeks with low-tier graphics you can learn environment art in a few months. however if you want to do anything decent you will have to put in a lot of time
go to artstation and look for what junior environment artists have put out: that is your competition
related:
https://www.artstation.com/artwork/V6g2g
https://www.artstation.com/artwork/wKEqV
https://www.artstation.com/artwork/0mNJw
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If you know what you are doing:
8-20 hours per "skill"
So
1. Box modelling
2. Sculpting
3. Material stuff and baking
4. Rigging
5. More rigging
6. Advanced rigging
7. Animating rig
8. Realize you fucked up, and need to learn more about rigging
9. Even more animation
10. You discover hell on earth: Animation curves
11. Rendering is quickly 3-10 modules
12. Physic tools are straight forward, if you are literate enough to read the documentation. So another 2-3 modules
13. Exporting for game engines is a nightmare
14. Learning to script because you want to be more effective, another few more "lessons"
15. You learn the depths of photoshop so you can do more material stuff
16. You discover that non diffuse shaders exists
So at the least 170 hours with effective training to become a novice.
More like 500, IF you are capable of reading and finding needed documenation.
And than quickly another 10.000 hours because improving is hard.
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>>621985
100+ hours a week
A good portion of your income for respectable hardware /software.
Eat it and sleep it.
Talk about it in public with your friends so its just as viable as their occupations.
Don't sell urself short.
Be cool.
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>>622260
I guess I did put a lot of time in it for the past year because these examples don't look anything special and intimidating to me. I'll risk sounding delusional, but according to this, I might even be close to getting a job in an AAA company (seeing that the third guy is working in Ubisoft). But it will certainly take some more time because of my texturing - I still can't really do much in Substance Designer except for some kitchen tiles. I usually combine various free photo textures and premade ones from substance share and then edit them. That takes some skill too, but I need to do them from scratch afaik. Yeah, not interested in mobile games.
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>>621985
>grind
It's not supposed to be a "grind", it's supposed to be fun.
In fact, it's been shown for music (where the tradition is to practice / "grind" for hours at a time) that practice isn't that effective, what's effective is being engaged and actively trying to learn something new (as opposed to relentlessly practicing what you've already learned).

This is about Blender but it might as well be about anything:
https://www.youtube.com/watch?v=39AV16MshrE
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>>622295
>I can do this!
Post work then. If you're worried people will know you're a degenerate 4channer that should be blacklisted, post a couple works from different artists that resemble your own and then intersperse your work randomly.
Then, 10 years from now, when your robot boss says "We found a portfolio piece of yours in a thread from 4chan, we're going to fire you." You can point out how it's a thread containing several pieces of artwork and clearly you're just a victim of someone taking credit for the work of others.
At that point they'll promote you for your bravery and honesty.
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>>622297
Haha, I posted everything I made in WIPs here and on Reddit/Polycount, so I already got the feedback from you all. You would probably recognize it instantly anyway if I posted it here, so I'm definitely not gonna connect my work with posts like the previous one, sorry.
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>>622299
too bad you didnt post on blenderartists, thats where the real deals are made
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3DCG is for loser NEETs with 16 hours a day to spare, get out normie
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>>622333
Living on doughnuts was fun, for some time, while I was in college, but not anymore, man. I have to take care of my health now.
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>>621985
Oshit its this guy




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